Jump to content

[HH1.0] Tactica Chainaxe: World Eaters


LongGone

Recommended Posts

Yet Apothecaries cannot be in every squad...and cannot take jump packs.  So if you want a (very scary) 20 man assault squad to have FNP, Primus is the only option.  Additionally, FNP is not the only thing the Primus brings to the table.  More wounds, better gear, and ++ save...Having a very durable and still lethal character that gives FNP for around 100 points (with Jump pack) is nice. 

 

Remember, for 15 points you can give him a Meteor Hammer (+2 S, +1I).

Link to comment
Share on other sites

Also, as an Imperial Fist with access to Vigil Pattern Storm Shields for a 3++, add on a Primus Medicae onto that and you've got a pricey but very tough Terminator unit.

 

But we're here for World Eaters not Imperial Fists....

 

For a Primus Medicae I'd generally use them as a specialist Apothecary.

Link to comment
Share on other sites

Am I reading the rules correct?
You can double shot the blotters (fury of the legion) to soften the targets, then charge in for the assault?

 

I can here cries of cheese and over powered from people on the loosing side of such an attack!

Link to comment
Share on other sites

I dont have the rulebooks yet AJB2k3, so I'm going to let the others answer that question. Although from what hisdudeness is saying about despoiler squads, that is how Fury of the Legion works. Take that with a grain of salt though until the others confirm or deny. 

 

I know Flint addressed consuls very early in the thread, but since the previous posts were discussing the Primus Medicae, I was hoping to get input from others on how they are running their consuls, or preators even. Are you keeping them barebones, and pimping them out for their rules/unit buffs? Do you throw just a itsy bitsy bit of bling his way, or do you turn him into Teddy Roosevelt's personal beatstick with the latest and greatest in Murderface fashion? What squads do you attach them to, and how are said squads armed, in order to make the most of their rules?

Link to comment
Share on other sites

Yes, the only limitations after a Fury attack is no overwatch the current turn or shooting the following turn.  But you cannot shoot boltguns and assault, you would be using pistols.  Which is why I suggest dropping boltgun for the free CCW for the free +1A.  40 shots before charge and 3A (57 normal and 3-4 for the sgt) which WILL murder things. That's 100 dice rolls against one unit in one turn. 

 

Fury is not cheese, there are enough limitations to make it balanced.  The biggest being not able to move in the movement phase.  This makes it a primarily defensive ability, but if used right can be used on the attack. 

 

 

 

On the note of Bolters, you get to shoot twice...which means that if you are in rapid fire range you get 4 shots per dude.  Yes...80 bolter shots within 12"...scary.

Link to comment
Share on other sites

Alright so I wrote up a new list for Most Murdering Murderous Murderer McMurderFace list V. 2.0, or what I now dub the "Fanged Maw"

 

 

HQ

-> Praetor 155 (Berserker rite of war)

+ PB, RF, DL

 

 

Elites

-> 3 Apothecaries 135

 

->Contemptor 200

+TLLC

 

-> 10 Veterans 295

+ 2 power swords, 2 power axes, 2 melta guns, sgt w/PF/AA

 

 

Troops

-> 15 tactical marines 255

+ true grit, sgt w/ PF/AA

 

-> 15 tactical marines 255

+ true grit, sgt w/ PF/AA

 

-> 20 despoilers

+Sgt w/PF/AA

 

5 tactical support marines

+ plasma guns

 

 

Heavy Support

->Land Raider Proteus 255

+ Exploratory Augur, dozer blade

 

 

 

So, this list maximizes the benefits of the rite of war through a heavy marine list. Like my tactics above two squads of shooty marines will provide suppressing fire while the other moves up and the despoilers run ahead to get closer.

 

The plasma support squad goes in the proteus, which synergizes with the list really well. The tank scouts ahead into some cover and drops off the support squad in my first turn. The proteus provides anti tank fire and uses its exploratory augury to bring in the out flankers on a 2+. The plasma squad takes out 2+ units which this list might have a few problems with.

 

The contemptor advances with blobs to provide more AT.

 

Now the Praetor goes with the outflanking vets to come on from the sides and wreck face starting probably turn 2 with the reserve help.

 

 

This list is named the fanged maw because it represents the WEs emblem and how the tactics work. The proteus on a flank with the despoilers pushing up will funnel the opponents marines towards the middle and opposite edge. The vets will either come on that opposite edge to close the "mouth" of the maw or reinforce the strong side of my force.

 

Either way the opponent will get funneled into the kill zone of World Eater blobs :D

Edited by depthcharge12
Link to comment
Share on other sites

Whoa, that's a lot of boots on the deck. I like it! But then again, the last time I got to flex my tabletop general muscles was a few years ago. 

 

Edit: What do RF and DL mean for the Praetor? I assume PB is paragon blade?

Edited by LongGone
Link to comment
Share on other sites

Refractor Field (5+ invuln) and Digital Laser (+1 A) 

 

 

Really like the way the list is progressing Depth, nice and fluffy! Only problem you might encounter is the outflanking may not always get you in on the table side you want :P

 

Also why Meltas on the Vets? What is their goal going to be? Most the juicy vehicles will have armored ceramite reducing their effectiveness. Is it going to be a rhino/Dread poppers?

Link to comment
Share on other sites

  • 2 weeks later...

So now that I've finally got my copy of the rules in hand and have started to read through all the gubbins and gribblies available to us, I've got even more questions. Go figure, right?

 

1. Contemptor Dreads with dual DCCW. I know for the initial Murderface McKillatron list, all of the dreads had dual heavy flamers, but I'm intrigued by this plasma blaster thingy. What are your thoughts in having one (or two) plasma blasters? I've avoided plasma weapons of any type for the last decade, so I'm not totally certain how 'gets hot' works with dreads/vehicles. Is it worth the points and the risk? Or is it more a matter of specialization, and an assaulty dread should focus less on AP2 and more on close range wounds a la the heavy flamer?

 

2. Tactical Blobs. I'm pretty much sold on True Grit, so we're already almost at 300pts for a full 20 man squad. What of the rest of the upgrades available? Everything I've read says take the vexilla, check-rog. What of the nuncio vox? With a list like Murderface, it seems useless. Unless you're deep striking or have some barrage weapons its not worth it, yes? Those points can go towards beefing up the squad's sergeant, if you choose to do so. At what points value do you draw the line when gearing up your tactical boyos? Beefed up to the max, with all the gear available, you're looking at something in the ballpark of 350 points. Is that too much? Making the transition from 40K, that seems steep, but This. Is. The. HERESY!!!! so I don't know what's over the top or not...

 

That's it for now. Once I get a lil further into making my list I'll have more. 

Link to comment
Share on other sites

For the Plasma Blasters, think of it this way: Can I justify a roughly 20pt upgrade, per arm, for an assault 2 18'' ap2 weapon over the 10ish it costs for heavy flamers and outfit 1 or more dreadnoughts with them without my list lacking in other departments? If so, go for it, make terminators and equivalents cry :P

 

Yes, TG tac blobs are expensive but they are more well rounded than say a bog standard tac squad since you'd be able to reliably assault and get something out of it. For Sarges in 30k, ALWAYS (if you can) take Artificer Armor. 2+ save will save a lot of the other 3+ in the squad when the time comes. Just dont take any unnecessary risks because you'll also be taking a Power Axe or Power FIsts (we can Caedre weapons free on them I think...) to be able to deal with other sargeants and the like.

 

If your using your tac squads as back-mid field gunline / support unit, then don't get TG, make the beatstick unit you're sending ahead of them tougher.

Link to comment
Share on other sites

What is this gunline of which you speak? Midfield support? Sounds like cowardice to me, and that has no place in the XIIth. :-P

 

For realsies though, it seems like not taking TG is a missed opportunity... as long as you have the points to support it.

Link to comment
Share on other sites

It is, it just comes down to how you want to play; calm cool and collected (1/2 of me ;P) or as a murderous barely held in check raging mass of ceramite, adamantium, bodily fluids,etc? (the other 1/2 of me...though not as explicit...).

 

If you wanted a Flexible force, yeah taking TG would be the best way for your Tac Blobs. Want shooty and choppy? TG too. It's all about theme. (go figure...this is what FW wanted us to do all along...)

Link to comment
Share on other sites

Caedre weapons are not free...I wish they were.  They are 15pts for any character with a chainsword.  So far the Meter Hammer is the best, +2S and +1I is worth the cost. 

 

I still believe paying for something that we can get for free is a waste.  Having bolters, pistols, and Chainsword on one unit is over kill.  For less points (counting a transport to carry 20 tacs) you can get an assault squad. 

Link to comment
Share on other sites

  • 3 months later...

I'll gladly pay 2 points for the tactical benefit of having everything. You can shoot into your opponents zone turn one if you footslog your marines, and that's a pretty good way to get some return that pistol and ccw would never get.

 

Bolters will be great in the later stages of the game where you cannot reach that last squad via close combat. Fury of the legion is just great for this.

 

the more I think about the legion and it's play style, the more I like vigilators. Scout or infiltrate on a large blob is pretty significant in terms of delivery.

Link to comment
Share on other sites

It's the ability to reach out and touch someone at 24", but still have the CCW weapons needed to get a +1A in the assault phase. The catch is it costs you a pretty penny when it comes to points. 2pts per model + plus any other upgrades you take for a 20 man squad = a considerable investment. Not to mention the real world funds you may spend making them WYSIWYG (although most opponents will let you fudge it, but who wants to do that weak sister :cuss? Not I, I say!) But oh, the things you can do with them!

 

In the end, it all comes down to your personal style, and it doesn't seem like any if us are changing ours any time soon. We should move the discussion to other things. Like... these relics that Conquest has placed in the red sand at our feet...

Edited by LongGone
Link to comment
Share on other sites

The World Eaters one is one of the Better ones imo. Its a decent unwieldy weapon but you can chuck it at something you really want to die / a building that needs to be dead three weeks ago makes it cool. It also leaves impassable terrain in its blast marker afterwards (at least I think its Impassable) so you could use it as a ":cuss you! unit that was standing there and anyone trying to use the same route you did!"

 

Sadly, you can't retrieve the Trident and keep chucking it at unsuspecting victims.

 

Other than that, World Eaters won't see any real benefits to most of the Other Relics barring maybe the Nanyte Blaster since we'll want to get in close ASAP and its Assault 1 12" range is just right for our playstyle.

 

...it also turns people into nanyte paste that explodes and turns MORE people into nanyte paste that explodes and turns MORE.....

Link to comment
Share on other sites

:sad.: I thought it was impassable for some reason.

 

...even though I have the book less than 5 feet from me.

Edited by Slipstreams
Link to comment
Share on other sites

  • 4 weeks later...

Murder-minded murderers murder murderous monsters murdering many men make for  good Spartans, Marines, and Chaplains you say? Okay.

 

How about:

 

2 Chaplains w/ Artificer Armor/Refractor Shield

 

2 Legion Despoiler Squads w/19 marines(w/chainaxes)+Sergeant w/Artificer Armor/Power sword

 

2 Apothecary's with Artificer armor

 

1 Legion Storm Eagle Gunship w/Missile Launcher

 

1 Fire Raptor Gunship w/Reaper Autocannon Battery

2 Landraider Spartans w/Quad Lascannons/Armored Ceramite/Flare Shield

 

2000pts

Link to comment
Share on other sites

Murder-minded murderers murder murderous monsters murdering many men make for  good Spartans, Marines, and Chaplains you say? Okay.

 

How about:

 

2 Chaplains w/ Artificer Armor/Refractor Shield

 

2 Legion Despoiler Squads w/19 marines(w/chainaxes)+Sergeant w/Artificer Armor/Power sword

 

2 Apothecary's with Artificer armor

 

1 Legion Storm Eagle Gunship w/Missile Launcher

 

1 Fire Raptor Gunship w/Reaper Autocannon Battery

2 Landraider Spartans w/Quad Lascannons/Armored Ceramite/Flare Shield

 

2000pts

Technically they're Spartan Assualt tanks, but still it... works.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.